Black Panther
TBW
In a nutshell
WIP
Introduction
Players to Watch
Pun and Done
BaneHollow3789 (secondaries BP very well)
SpiderYouth (secondaries BP very well)
Airborne
Character Vitals
Move List
Unique Trait
Wild Arch: One of Black Panther's main mobility options that may allow him to cancel either his unique air dash-like Wall Cling or air version of the special move Predator Arts. The cancellation speed from Wild Arc to Wall Cling is far much greater for Panther to evade incoming attacks and utilizes combo extensions.
Normals
Standing Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200 | Mid | 5 | -1 | 0 | ||||
Can be rapid fired |
Standing Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 10 | -2 | -7 | ||||
- |
Standing Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | Mid | 8 | -3 | -6 | ||||
- |
Standing Heavy Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 11 | -1 | -6 | ||||
- |
Crouching Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200 | Mid | 5 | -1 | 0 | ||||
Can be rapid fired |
Crouching Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 10 | -6 | Launch | ||||
- |
Crouching Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | Low | 8 | -3 | -6 | ||||
- |
Crouching Heavy Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Low | 11 | -11 | Hardknockdown | ||||
- |
Jumping Light Punch j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200 | High | 5 | - | - | ||||
- |
Jumping Heavy Punch j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300x2 (600) | High, Mid | 10 | - | - | ||||
A nice multi-hitting attack that his below and behind him. |
Jumping Light Kick j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | High | 7 | - | - | ||||
- |
Jumping Heavy Kick j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | 13 | - | - | During Air Combo: Groundbounce Hardknockdown Aircombofinisher | |||
- |
Command Normals
Misc
Tag |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you your tag-in. |
Specials
Advance Claw During first stage of Chain of Hunting |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
550 | Mid | -4 | ||||||
Second part of Chain of Hunting, can chain into Dual Claw or Divine Claw |
Dual Claw During second stage of Chain of Hunting |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | -22 | SlidingKnockdown Hardknockdown (Wallbounce*) | |||||
Third and final part of Chain of Hunting, chained from Advance Claw or Curved Claw. (*)Will wallbounce when doing a second time in a combo when the sliding knockdown resource for Black Panther has already been used. |
Curved Claw During first stage of Chain of Hunting |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
650 | Mid | -11 | -16 | |||||
Second part of Chain of Hunting, can chain into Dual Claw or Divine Claw. Puts Panther into the air. |
Divine Claw During second stage of Chain of Hunting |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | -10 | Groundbounce Hardknockdown | |||||
Third and final part of Chain of Hunting, chained from Advance Claw or Curved Claw |
Dual Claw During Predator Arts |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | SlidingKnockdown Hardknockdown | ||||||
This move will make Panther land on the ground before executing this attack, can after for a follow up. |
Divine Claw During Predator Arts |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | Groundbounce Hardknockdown | ||||||
An overhead attack at the end of Predator Arts will also cause a ground bounce making it ideal for combos. |
Hypers
Hitboxes
Videos
Technology
using wall clings to create empty low set ups
showing off mobility concepts into a combo
Combos
6.3k coast to coast solo combo
6.2k bnb
overhead confirm concept
concept combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind